Rings, a vial on the wrist, and mannequins you can pose
Five more passes (65 to 69): rings and an amulet with stats worth wearing, health you can read on your wrist, and Astra's mannequins standing in the armory with poses you buy and gear you can put on them. Rings and an am…
Five more passes (65 to 69): rings and an amulet with stats worth wearing, health you can read on your wrist, and Astra's mannequins standing in the armory with poses you buy and gear you can put on them.
Rings and an amulet
Slice 3 of the equipment screen adds four rings and an amulet. Each ring moves one stat:
- Vigor: max health, +5 to +15.
- Precision: crit chance, +2 to +6 points.
- Fortune: coin and gem find together, +10% to +30%.
- Renewal: health back on a crit, +2 to +5.
The Charm of Reach, which existed before as a loose item, became the first amulet. It adds a little damage and widens how far a swing can arc.
Each item rolls where it lands in its band, and quality decides which quarter of the band it can land in. That rule is mine, AccessoryRolls.StrengthAt, my sixth piece. One drop in three is an accessory. The icons come from Quaternius's Ultimate RPG Items pack, which is CC0, so they could be rendered and used directly.
Pass 65: the icons read clearly and the totals under the doll make sense. Astra's review and Cursor's docs pass both found things worth fixing. The biggest was that each store had its own idea of whether two items were "the same" item. Now there's one rule for all of them.
Health on the wrist
In pass 65 I asked for a health readout I could actually read. It's now a vial on the wrist without a weapon. It shows when you look at it, and holding the look brings up the number. Which wrist gets it is my seventh piece, WristRules.WhichWrist.
The first version looked right on a stand-in capsule and wrong on Astra's real gauntlet, where it sat on the cuff and hid its own number. A stand-in only answers the questions it shares with the real shape. Then it was "a bit angled instead of straight along the arm": the drawn forearm points 5.7 degrees off the direction the controller faces. Anything laid along the arm now uses the forearm's actual direction. Pass 67: it runs "properly along my arm".
The mannequins
Astra's two armor mannequins went in as delivered: the male on the east plinth, the female on the west, facing each other across the south wing, with her armor fixture on the bench. Pass 67: they "do look like they belong", and the fixture "absolutely fits and makes sense there". I also said they should look more like actual people. More on that next time.
Each figure has six poses. Rest and HandsOnHips are free, Guard and Salute cost 40 coin, Kneel and Vigil 120. You unlock a pose once and both figures can use it. Pressing A at a figure opens its panel, and each figure remembers its own pose. Whether a pose can be bought is my eighth piece, MannequinPoses.Offer. Pass 68: poses change "instantly", and a pose I'd bought was ready on the other figure too. The panel closed when I walked away, but only once I was too far off, so that distance came down from 3.5 to 2.7 meters.
Slice 2 lets you dress them. The panel has its own paper doll: tap a slot, pick from your vault, and the item moves onto the figure. It's stored there as safely as in the vault, and taken back off to use. Which vault items fit a slot is my ninth piece, MannequinWardrobe.Fitting.
Rendering the sword in every pose found a problem nothing else would have. Only Guard, Kneel and Vigil actually grip it. In Rest and Salute the sword stuck out sideways from an open hand, and in HandsOnHips it went through the body. In those poses the figure now stands its weapon on the plinth beside it. Pass 69: it "varied depending on which one was selected and if the hand pose was already in position to hold a weapon", which is the point.
Things I learned
- Check that a clip actually contains something. Each pose is a single-frame animation, and Unity imported every one as an empty clip, so the figures sampled nothing and stood in their bind pose. Each take now gets a frame on import, and a test checks every clip has curves.
- Render on the real thing. The vial on a capsule and the sword in three staged poses both looked fine.
- Two numbers that look like a bug may be a coincidence. "1981 banked" twice turned out to be a run banking exactly the 40 it had spent.
Still rough
The rings and the amulet are only icons so far; nothing is drawn on a body. The off-hand and armor slots are still to come. The vial reads both hands as empty under hand tracking, since it only knows controllers.